CEntityBlocker::Create
0x006773b0 · 105 bytes · __cdecl
_ZN14CEntityBlocker6CreateERK6VectorS2_S2_P11CBaseEntityb
Decompiled
undefined (5 params)
/* CEntityBlocker::Create(Vector const&, Vector const&, Vector const&, CBaseEntity*, bool) */
CBaseEntity *
CEntityBlocker::Create
(Vector *param_1,Vector *param_2,Vector *param_3,CBaseEntity *param_4,bool param_5)
{
CBaseEntity *this;
this = (CBaseEntity *)CBaseEntity::Create("entity_blocker",param_1,(QAngle *)&vec3_angle,param_4);
if (this != (CBaseEntity *)0x0) {
CBaseEntity::SetSize(this,param_2,param_3);
if (param_5) {
CBaseEntity::VPhysicsInitStatic(this);
return this;
}
}
return this;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.